# GANG::_NETWORK_START_GANG

- **Hash:** `0xD1A226F2E05E58FC`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkStartGang`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_START_GANG

## Signature

```c
void _NETWORK_START_GANG(BOOL openStatus, int campSize);
```

## Parameters

- `openStatus` (`BOOL`)
- `campSize` (`int`)

## Returns

`void`

## Description

openStatus = true -> sets privacyType = 2 (PUBLIC_ADVERTISED)
openStatus = false -> sets privacyType = 1 (INVITE_ONLY)

campSize: NET_CAMP_SIZE_SMALLEST = 4, NET_CAMP_SIZE_LARGEST = 7

## Usage

### Lua

```lua
NetworkStartGang(openStatus, campSize)

-- always available, by hash
Citizen.InvokeNative(0xD1A226F2E05E58FC, openStatus, campSize)
```

### JavaScript

```js
NetworkStartGang(openStatus, campSize);

// by hash
Citizen.invokeNative('0xD1A226F2E05E58FC', openStatus, campSize);
```

### C#

```csharp
Function.Call((Hash)0xD1A226F2E05E58FC, openStatus, campSize);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
